Bridge Scoring – a Tutorial
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Bridge Scoring – A Tutorial In this tutorial, I will explain how scoring in bridge works and how it affects both the bidding and play. I will cover the following topics: Basic Scoring IMP Scoring Match Point Scoring Tactical Considerations Based On Scoring Basic Scoring Although I am sure you know this, let me just state the obvious basic scoring principle: In order for declarer to get a positive score, he must take at least as many tricks as he contracted for. So, for example, if the contract is 2, declarer must take at least 8 tricks in order to get a positive score. Similarly, in order for the defenders to get a positive score, they must prevent declarer from taking the number of tricks he contracted for. So if the contract is 3NT, they must hold declarer to 8 or fewer tricks in order to get a positive score. In this tutorial, I will be discussing duplicate bridge scoring. There is another form of scoring called rubber bridge scoring, which used to be very popular in social bridge games. These days, even most social bridge players use what is known as "Chicago" scoring, which is identical to duplicate bridge scoring. Scoring When You Make Your Contract Trick score for each trick taken over 6: . and contracts – 20 points per trick and contracts – 30 points per trick NT contracts – 40 points for 1st trick; 30 points per trick thereafter. Let me clarify some terms: Part Score – a part score is a contract where, if you make your contract exactly, the trick score is less than 100. So all contracts of 4 or below (with the exception of 3NT) are part score contracts. Even if you make overtricks such that your trick score is over 100 (for example, you are in 2 but score 10 tricks so that your trick score is 120), the contract is still considered a part score. Game – any contract where, if you make your contract exactly, your trick score is 100 or more. Since different suits have different trick scores, the number of tricks you need to contract for in order to be in game varies by suit. In particular, the minimum game Page 1 of 12 contracts are 3NT (trick score = 100), 4 (trick score = 120), 4 (trick score = 120), 5. (trick score = 100), and 5 (trick score = 100). Small Slam – a 6-level contract, regardless of suit. Grand Slam – a 7-level contract, regardless of suit. Here are the bonuses for bidding and making the various types of contracts: Part score bonus – 50. You only get the bonus if you are in a part score contract. If you bid game or slam, you do not get the bonus. Game bonus – 300 non-vulnerable, 500 vulnerable. You get this bonus for all game level contracts, including slams. Small slam bonus – 500 non-vulnerable, 750 vulnerable. You get this bonus for 6-level contracts only (not 7-level contracts). Grand slam bonus – 1000 non-vulnerable, 1500 vulnerable. Here are some example scores: 3 making 4 – 170 (trick score = 120 + 50 part score bonus) 3NT make 3 non-vulnerable – 400 (trick score = 100 + 300 game bonus) 4 making 5 vulnerable – 650 (trick score = 150 + 500 game bonus) 6 making 6 non-vulnerable – 920 (trick score = 120 + 300 game bonus + 500 small slam bonus) 7NT making vulnerable – 2220 (trick score = 220 + 500 game bonus + 1500 grand slam bonus) The scoring for making a doubled contract is a little more complex. Trick scores are doubled for non-overtricks. For example, the trick score for clubs is doubled from 20 to 40 per trick. Overtricks are 100 per trick not vulnerable, 200 per trick vulnerable, regardless of which suit the contract is in. You get a 50 points bonus "for the insult." If the trick score for making the contract exactly is 100 or more, you get the game bonus. So you can be "doubled into game" whereby a contract that would normally be a part score if not doubled is now a game contract. Therefore, all part score contracts between 2 and 3, if doubled, will become game contracts. Doubled contracts of 2 and below remain as part score contracts. Here are some example scores: 1NT making – undoubled score = 90 (trick score = 40, part score bonus = 50). Doubled score = 180 (trick score = 80, part score = 50, doubled bonus = 50) Page 2 of 12 2 making 3 vulnerable – undoubled score = 110 (trick score = 60, part score bonus = 50). Doubled score = 380 (nonovertrick score = 80, overtrick = 200, part score bonus = 50, doubled bonus = 50) 2 making 2 vulnerable – undoubled score = 110 (trick score = 60, part score bonus = 50), doubled score = 670 (trick score = 120, doubled bonus = 50, game bonus = 500) 4 making 4 not vulnerable – undoubled score = 420 (trick score = 120, game bonus = 300). Doubled score = 590 (trick score = 240, game bonus = 300, doubled bonus = 50) Let us examine how the scoring for making a doubled contract affects the decision of whether or not to double. If an opponent makes a contract which you doubled into game, that is very bad. You turned a 50 point bonus into a 300 or 500 point bonus. If they make overtricks, especially vulnerable, that is also bad. You turned a small bonus of 20-30 into a 100 or 200 point bonus. You never like it when the opponents make a doubled contract. However, if you did not double them into game (or they were already in game) and they did not make any overtricks, the consequences are not as bad. For example, notice that 1NT doubled making is 180 vs. 90 if not doubled, a difference of 90 points. If they were vulnerable and you set them even 1, you would have gained 100 points. So, doubling them when you are pretty certain they will at worst make exactly and are likley to go down (and you are not doubling them into game) can be a reasonable bet. Although it is rare, for completeness let me discuss the scoring of redoubled contracts. The concepts are very similar to making doubled contracts. Trick scores are quadrupled for non-overtricks. For example, the trick score for clubs is quadrupled from 20 to 80 per trick. Overtricks are 200 per trick not vulnerable, 400 per trick vulnerable, regardless of which suit the contract is in. You get a 100 points bonus "for the insult." All redoubled contracts, except for 1. and 1, that would be part scores if not doubled, are now redoubled into game. Note that the trick score for 1 and 1 redoubled is 120 and for 1NT redoubled is 160, all of which are over 100. Scoring When You Defeat A Contract Undoubled contracts nonvulnerable - 50 per undertrick vulnerable - 100 per undertrick Page 3 of 12 Doubled contracts non-vulnerable – 100 for 1st undertrick, 200 each for 2nd and 3rd undertricks, 300 each for subsequent undertricks. Thus the progression is 100 for down 1, 300 for down 2, 500 for down 3, 800 for down 4, 1100 for down 5, and so forth. vulnerable – 200 for 1st undertrick, 300 each for subsequent undertricks. Thus the progression is 200 for down 1, 500 for down 2, 800 for down 3, and so forth. Let me discuss how the scoring of defeated doubled contracts affects your decision as to whether or not to sacrifice over the opponents' game bids: At favorable vulnerability (you are not vulnerable and the opponents are vulnerable), you can afford to go down 3 and still make a profit. You will be minus 500 and their vulnerable game is worth at least 600. At equal vulnerability (whether both sides are vulnerable or not), you can afford to go down 2 and still make a profit. Non-vulnerable you will be minus 300 and their game is worth at least 400. Vulnerable you will be minus 500 and their game is worth at least 600. At unfavorable vulnerability (you are vulnerable and the opponents are not vulnerable) you can only afford to go down 1 trick and still make a profit. You will be minus 200 and their game is worth at least 400. Successful sacrificing at unfavorable vulnerability is rare. I have occasionally seen hands where it works out, but, unless you think there is some chance that you will make your contract, you should avoid purposely sacrificing at unfavorable vulnerability. Although redoubled contracts are very rare, I will briefly mention that the scoring is twice that of doubled contracts. Thus, for example, vulnerable undertricks are 400 for the 1st undertrick and 600 for each subsequent undertrick. IMP Scoring As way of introduction, let me discuss a logical way to score a team match, where each team has one pair playing North/South and the other pair playing East/West. Assume you are playing North/South and are in 4 making 4 vulnerable for a result of 620 points. Assume the other team's North/South pair are in 3 making 4 for a result of 170 points. A reasonable way to score that hand would be to subtract the opponents' result from your result. So you would be +450 (620 minus 170). That is the basic idea behind IMP Scoring. However, in order to lessen the effect of a really bad result, it was decided to scale the absolute score such that larger scores did not have as much of an impact. So the IMP scale translates absolute scores to a number between 0 and 24. For example, a score difference of 20-40 is 1 IMP, a score difference of 50-80 is 2 IMPS, and so forth.